sm64/data/Anime/rolling.c
2022-12-04 22:27:02 -05:00

114 lines
3.7 KiB
C

/********************************************************************************
Ultra 64 MARIO Brothers
mario rolling animation data
Copyright 1995 Nintendo co., ltd. All rights reserved
July 11, 1995
********************************************************************************/
#include "../headers.h"
static short mario_rolling_1_0_prm[]={
0, 144,16383, 168,-1660,-5781,-14184, 4358,
-6510,-19417,-4724,-14706,-3062, 7783,-19267, 27,
603,-13531,23294, 141, -309,-31828, 149, -247,
-13246,22320, -70, 81,-31279,32767,32767,16753,
-16545,32767,32767,16753,-16545,10859, 3953,16383,
22856,29328,35800,42273,48745,55218,61690,68163,
74635
};
static short mario_rolling_1_0_tbl[]={
1, 0, /* chn14translate x */
1, 1, /* chn14 translate y */
1, 0, /* chn14 translate z */
1, 0, /* chn14 rotate x */
1, 2, /* chn14 rotate y */
1, 0, /* chn14 rotate z */
1, 0, /* <m_waist>1_3 rotate x */
1, 0, /* <m_waist>1_3 rotate y */
10, 39, /* <m_waist>1_3 rotate z */
1, 0, /* <m_body>1 rotate x */
1, 0, /* <m_body>1 rotate y */
1, 38, /* <m_body>1 rotate z */
1, 0, /* <m_head>2 rotate x */
1, 0, /* <m_head>2 rotate y */
1, 37, /* <m_head>2 rotate z */
1, 33, /* chn6 rotate x */
1, 34, /* chn6 rotate y */
1, 35, /* chn6 rotate z */
1, 7, /* <m_larmA>1 rotate x */
1, 8, /* <m_larmA>1 rotate y */
1, 9, /* <m_larmA>1 rotate z */
1, 0, /* <m_larmB>1 rotate x */
1, 0, /* <m_larmB>1 rotate y */
1, 6, /* <m_larmB>1 rotate z */
1, 3, /* <m_lhand>1 rotate x */
1, 4, /* <m_lhand>1 rotate y */
1, 5, /* <m_lhand>1 rotate z */
1, 29, /* chn10 rotate x */
1, 30, /* chn10 rotate y */
1, 31, /* chn10 rotate z */
1, 12, /* <m_rarmA>1 rotate x */
1, 13, /* <m_rarmA>1 rotate y */
1, 14, /* <m_rarmA>1 rotate z */
1, 0, /* <m_rarmB>1 rotate x */
1, 0, /* <m_rarmB>1 rotate y */
1, 11, /* <m_rarmB>1 rotate z */
1, 0, /* <m_rhand>1 rotate x */
1, 0, /* <m_rhand>1 rotate y */
1, 10, /* <m_rhand>1 rotate z */
1, 0, /* chn15 rotate x */
1, 0, /* chn15 rotate y */
1, 32, /* chn15 rotate z */
1, 26, /* <m_llegA>1 rotate x */
1, 27, /* <m_llegA>1 rotate y */
1, 28, /* <m_llegA>1 rotate z */
1, 0, /* <m_llegB>1 rotate x */
1, 0, /* <m_llegB>1 rotate y */
1, 25, /* <m_llegB>1 rotate z */
1, 22, /* <m_ltoot>1 rotate x */
1, 23, /* <m_ltoot>1 rotate y */
1, 24, /* <m_ltoot>1 rotate z */
1, 0, /* chn17 rotate x */
1, 0, /* chn17 rotate y */
1, 36, /* chn17 rotate z */
1, 19, /* <m_rlegA>1 rotate x */
1, 20, /* <m_rlegA>1 rotate y */
1, 21, /* <m_rlegA>1 rotate z */
1, 0, /* <m_rlegB>1 rotate x */
1, 0, /* <m_rlegB>1 rotate y */
1, 18, /* <m_rlegB>1 rotate z */
1, 15, /* <m_rfoot>1 rotate x */
1, 16, /* <m_rfoot>1 rotate y */
1, 17, /* <m_rfoot>1 rotate z */
};
AnimeRecord animMarioRolling = {
MAP_ANIM_NORMAL, /* attribute */
0, /* syncro */
0, /* start frame */
0, /* loop frame */
10, /* number of frames */
20, /* number of joints */
mario_rolling_1_0_prm,
mario_rolling_1_0_tbl
};
AnimeRecord animMarioBackRolling = {
MAP_ANIM_REVERSE, /* attribute */
0, /* syncro */
0, /* start frame */
0, /* loop frame */
10, /* number of frames */
20, /* number of joints */
mario_rolling_1_0_prm,
mario_rolling_1_0_tbl
};